Hacking [Semi-working] NFS2ISO2NFS - convert nfs to iso and back

D

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That's exactly what I did.
Trimmed, extracted ticket and tmd, renamed, packed with nuspacker, installed with wup installer gx2.
The trimmed ISO generated just 3 nfs files since Murasama is only around 600MB.
Tried with SMG1's and Xenoblade's fw.img, patched with Tock46's patcher.

Will try another game later.
its gotta be your gamedump I used a trimmed iso and it worked fine for me.
 

Ryuzaki_MrL

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its gotta be your gamedump I used a trimmed iso and it worked fine for me.

I've installed the original USA release of Zelda Skyward Sword for testing (since I own the EUR disc) and it also rebooted my Wii U.
The Murasama ISO was also a USA one.
So maybe this doesn't work with out-of-region ISOs?
Will try an european copy of Murasama and see how it goes.
 
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D

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how do you turn nintendont into a iso? lol also getting not64 working would also be preety dope imo xD.
well every wii game has a boot.bin and also a main.dol. Which in theory if I gut a game. And then figure out if the format for the .dol is any different from hombrew dols. If not different then in theory a file injection could work. If there is a difference.... then chances are I'm going to need help (which there are probably other changes necessary...)
 
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cucholix

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I've installed the original USA release of Zelda Skyward Sword for testing (since I own the EUR disc) and it also rebooted my Wii U.
The Murasama ISO was also a USA one.
So maybe this doesn't work with out-of-region ISOs?
Will try an european copy of Murasama and see how it goes.
Are you using the same htk.bin file as the base to work with nfs2iso2nfs? Took me awhile to find out they are unique for every game, and responsible for sign nfs files, so I ended with bad signed files that gave me black screen and throw me back to Wii U menu.
 

Ryuzaki_MrL

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Are you using the same htk.bin file as the base to work with nfs2iso2nfs? Took me awhile to find out they are unique for every game, and responsible for sign nfs files, so I ended with bad signed files that gave me black screen and throw me back to Wii U menu.

Yes, I am. What should I do then?

EDIT: also, Skyward Sword mysteriously boots now.
 
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cucholix

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Region free would be tricky (if host is from other region) since there are different saves for each region, maybe it works, I've haven't tried.
 

JaGoTu10

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Yeah, from what I've read it makes sense that IOS reloading is blocked. I mean, it's the IOS that deals with emulating the wiimote (and even initializes the gamepad so it doesn't freeze), so reloading to a regular IOS doesn't seem like a clever choice.

The core wiimote emulation is (in HAIOS v 0.9, I believe it came from Xenoblades) on OHCI1:138B3150. It gets the HID payload in r0, cmd in r1 and r2 is true when DRC (gamepad controls) is enabled.

As you can read on http://wiibrew.org/wiki/Wiimote#Data_Reporting, there are several modes you can query the wiimote with. The thing is, HAIOS makes a decision about whether or not to emulate the classic controller based on the data reporting mode. The current mode is stored at LOAD:138BA020. The report format is prepared (and buffer size checked) by OHCI1:138B2F48, the data itself is generated based on it by OHCI1:138B2D90 (CreateDataReport).

Basically what I did last time was to patch it so that the data reporting mode is 0x30 (Core buttons), in which case the HAIOS emulates a wiimote and not a classic controller. Just by modifying the OHCI1:138B2D90 (CreateDataReport), you can basically modify the button mapping to anything you want (even for wiimote held sideways etc.).

Oh, and also, the GamePad data is read by OHCI1:138B298C (readGamePadData). It seems it reads just the buttons. It needs to be modified in order to read the acceleremeter. And god knows if it's in any compatible format.

If there's anybody with knowledge in IOS developement, it might be very helpful to be able to show 8 bytes from LOAD:138BD4F0 on screen all the time (it's the complete state recieved from the GamePad).
 
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piratesephiroth

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What does the new VC Patcher do? Let we install games on sysNAND without Signature Patches? Or what? @piratesephiroth
not quite, it allows trimmed and patched games to be installed but you still need a CFW to run. I already implemented this patching in nfs2iso2nfs, I'm just testing right now to see if it works well.
 
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victormr21

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not quite, it allows trimmed and patched games to be installed but you still need a CFW to run. I already implemented this patching in nfs2iso2nfs, I'm just testing right now to see if it works well.
Patched like MKWii versions that use wimmfi servers?
Also an investigation for implement wbfs support would be nice, is the only way I can get isos dumps... And idk if dumps from web work and I don't see a NUS Grabber for Wii
 

piratesephiroth

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Patched like MKWii versions that use wimmfi servers?
Also an investigation for implement wbfs support would be nice, is the only way I can get isos dumps... And idk if dumps from web work and I don't see a NUS Grabber for Wii
You can convert wbfs files back to iso images very easily with Wii Backup Manager or WBFS to ISO
 

cucholix

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stan423321

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Bunch of really stupid questions.

Metroid Prime Trilogy is a multiple executable game, correct? I guess it is not dependent on partitions and IOS reloads? Does it load sub-executables in the same way Wii Menu would load anything else?
What communication mechanism is this not-IOS (HAIOS?) using for reading GamePad buttons? Did anyone try to abuse the same thing under the good old AHBPROT-disabled vWii mode, or even just regular vWii mode? Or does the dreaded fw.img or something equivalent contain a different GamePad/GX2 "driver" for the extra microprocessor thing than whatever equivalent regular vWii uses?
My understanding of Wiibrew description of IOS is that its cooperative processes are linked dynamically to some extent, excluding a few core ones which allow loading others. Is not-IOS (HAIOS?) working the same way, and would it be possible to hybrydize it with a regular IOS or cIOS? Does it already use the same WFS code Wii Dragon Quest X does? Oh wait, there was that thing about it having a specific override on Wii U... so perhaps it uses that?

Another thing entirely is how does Nintendont requiring direct PPC access to USB/SD tie into all of this (NTFS/FAT32/WFS mess, I imagine), but I guess that is an answer better answered by Nintendont maintainers than people figuring this thing here.
 

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